Version History:
Alpha 5:
-Two more civs: Lombardy and Bohemia. These are the last civs planned.
-HRE System: the HRE is an elective, mutual defense organization, the emperor gets some special bonuses.
-Civs are now immune to collapse for 15 turns after they become the leading partner of a union.
-New Title and Loading screen.
-Collapse Dates: AI civs get a stability penalty after their historical collapse dates.
-Hussite event. Bohemia beware!
-New province: Holstein.
-Cordoban and Kievan respawns fixed. Added Hungarian respawn as Transsylvania.
-Kiev will now be force-collapsed if human plays Crimea.
-Muscovy has a new UHV.
-Prussian UHV fixed. Prussian UU comes earlier.
-The new units are no longer immune to plague.
-Tunisia slightly nerfed overall but AI is more likely to build Corsairs.
Alpha 4:
-One new civ: Denmark. Also Norse reworked into Norway, and Sweden moved to an earlier spawn. Swedish and Norwegian UHV's reworked.
-New Provinces: Gotland, Liguria, Arkhangelsk. Oppland renamed Jamtland and Karelia moved to its correct position.
-Swedish Soldier Tennant renamed Soldattorp and now replaces Night Watch instead of barracks as: A. Having them in 1210 is silly. B. Sweden, like most civs, get prebuilt barracks and having an UB that you never build is boring.
-When you enact a union all of the minor civ's Solid areas become OK for you.
-If a civ that has enacted a union is about to collapse, the union is first broken instead.
-New UHV 2&3 for Prussia, the old ones were just too boring.
-Terrain in Scandinavia slightly reworked.
-Fixed a bug that gave the Serbians 7 commerce per city.
-Fixed a bug that made some civs not show up in the Civilopedia.
-Fixed a gazillion small bugs in the union system.
-Novgorod's first diplomusic is no longer a recording from the Black Mass.
Alpha 3:
-Two more civs: Egypt and Serbia.
-Union System: at semi-random dates, some countries will have an opportunity to form a partial or complete union.
-Tetouan province enlarged and renamed to Fez.
-Added minor nations: Ziyyanids in Oran and Wattasids in Fez.
-More barbs in Maghreb and Tartary.
-Norse UHV changed to conquer the Isles instead of Scotland, should be more doable.
-Arab UHV postponed to be more doable.
-Stone in Scotland, Azov improved.
-Diplomusic for Tunisia and Morocco
Alpha 2:
-For RFC:E beta 12.
-Four more civs: Morocco, Tunisia, Scotland and Rum.
-New provinces: Courland, Prussia, Navarre. Suvalkija merged with Lithuania, Isle of Man changed to the Isles. UHVs and stability maps changed accordingly.
-The new civs' UHV's are now intelligently displayed with progress meters, like the original civs.
-Prussian UP should now actually work.
-Fixed an evil, evil bug that caused crashes during late game.
-England given a major boost since they have to deal with Scotland. The AI gets a special cheat to be able to hold onto Normandy.
-Mongol invasion of Middle East is made enormously more dangerous. AI Rum should nearly always collapse, Player Rum should be difficult to survive with past the 13th century.
-Crimean AI now always razes cities instead of keeping them. This seems to weaken them, perhaps the AI should be given an extra settler to compensate?
-Other civs slightly rebalanced.
Alpha 1:
-Modmodmod released, for RFC:E beta 11.
-Four new civs: Novgorod, Prussia, Aragon and Crimea.
-Map slightly changed to make their capitals not crap.
Meet the civs:
The Lombard Kingdom - start in 568 AD
Leader: Rothari
The Power of Commercial Centers: Trade routes also give some food.
UU: Urban Militia - the core of the Lombard League's armies, that formed the Company of Death and defeated the Emperor at Legnano.
UB: Studio - Representing the patronage of the Italian Renaissance, an early theatre with a free Artist.
UHV's:
The Lombard Kingdom: Control Lombardy, Tuscany, Liguria, Verona, Calabria and Apulia in 774.
The Lombard League: Destroy 25 units from the Holy Roman Emperor by 1250, or be the only nation in the HRE at that date.
The Italic League: Ensure that each of Lombardy, Venice, and Genoa are more powerful than each of Austria and Spain in 1494.
The Republic of Novgorod - start in 864 AD
Novgorod the Great is the master of the northern trade routes - but will it withstand the Northern Crusades, and the rise of Muscovy?
Leaders: Rurik, Alexander Nevsky, Marfa Posadnitsa
The Power of the Lord City: Start with Bureaucracy
UU: Ushkuinik - the "Russian Vikings", amphibious Maceman with extra city attack.
UB: Konets - the first guilds of Europe, a supercharged Guild Hall with extra unhealth.
UHV's:
Defender of Rus': Control Novgorod, Finland and Estonia in 1250.
The Fur Trade: Gain access to ten sources of fur by 1397.
The Great Hinterlands: Have five cities in Karelia, Rostov, and Vologda in 1478.
The Kingdom of Norway - start in 872 AD
Leaders: Harald Hardraada, Hakon iV
The Power of the Whale-Road: All naval units can enter ocean tiles.
UU: Berserker - Sacred pagan warriors, the terror of the early middle ages.
UB: Trading Post - Improves trade and ship speed, useful for maintaining a wide-flung kingdom.
UHV's:
Vikings: Gain 50 Viking points by 1066AD. You gain points from conquering cities (+1pt per population), pillaging improvements (+1pt) and sinking ships (+2pt).
Conquerors: Conquer the Isles, Ireland, Mercia, Normandy, Iceland and build Vinland by 1263AD.
Statesmen: Have higher score than Sweden, Denmark, Scotland, England, Germany and France in 1320AD.
The Kingdom of Denmark - start in 936 AD
Leaders: Harald Bluetooth, Christian IV
The Power of Sound Dues: You get 3 gold per turn for every foreign coastal city in the Baltic.
UU: Huskarl - the elite guard and standing army of Canute the great, they can destroy any contemporary infantry.
UB: Research Institute - Denmark created the first research institutes of Europe in the 16th century, gathering enormous volumes of research data.
UHV's:
North Sea Empire: Control Denmark, Skaneland, Svealand, Vestfold and Mercia in 1050.
Valdemar the Victorious: Have two cities in each of Brandenburg, Estonia and Pomerania by 1223.
Kalmar Union: Control Denmark, Norway, Vestfold, Jamtland, Skaneland, Gotaland, Svealand, Norrland, Gotland, Finland, Estonia and Iceland in 1523.
The Kingdom of Scotland - start in 960 AD
The Normans have quickly conquered England, and are greedily looking towards the ancient Kingdom of Alba. Scotland will never go down without a fight, but can she prevail in the end?
Leader: Robert the Bruce
The Power of Defiance: Lower stability penalty for losing cities and whenever you do, your other cities get free defenders.
UU: Sheltron - the ultimate anti-cavalry formation, but it's inflexibility makes it somewhat weak against everything else.
UB: Shieling - a system of transferring livestock with the seasons to keep them on good grazing grounds. A smokehouse replacement with extra bonuses for Sheep.
UHV's:
Fortification: Have 10 Forts and 3 Castles in 1296.
The Auld Alliance: Have 1000 Attitude points with France by 1560. You get points for good relations, open borders, exports, imports, and common wars.
The Celtic Union: Control Scotland, the Isles, Ireland, Wales and Bretagne in 1700.
The Egyptians - start in 972 AD
The Crusades have taken a heavy toll on the Ayyubids, eventually driving them from the Levant and toppling the their dynasty. However, the new Mamluk leaders might be able to use the chaos of the Mongol invasions to their advantage.
Leaders: Saladin, Baibars
The Power of the Nile: River tiles have +1 food.
UU: Mamluk - "Slave-noble" cavalry, the first force to ever defeat the Mongols in an open battle.
UB: Souk - an open seasonal market, improves health and commerce with the right goods.
UHV's:
Crusaders come, Crusaders go: Control Egypt, Arabia, Jerusalem, Lebanon, Syria, Antiochia and Cyprus in 1291.
Mongols come, Mongols go: Kill 50 Keshiks by 1450.
Egypt is eternal: Control 15 world wonders by 1700.
The Moroccans - start in 1040 AD
The Almoravids have quickly managed to conquer and unite a large number of Berber tribes and forge them into a nation. Will their successors the Almohads prove to be equally great statesmen or will they waste the possibility of creating a pan-Berber Empire?
Leaders: Yaqub al-Mansur, Ismail Ibn Sharif
The Power of Saharan Trade: Deserts are 1h1c, oases have
triple value
UU: Black Guard - Brutally efficient sub-Saharan elite troops, with no loyalties but to the King himself.
UB: Kasbah - A city wall replacement that adds some food to the city, promoting growth in the difficult environment.
UHV's:
The Almohads: Control Morocco, Marrakesh, Tetouan, Sijilmasa, Aoudaghost, Oran, Algiers, Ifriqiya, Tripolitania, Andalusia, and Valencia in 1212AD.
The Marinids: Have 5000 culture in each of three cities in 1465AD.
The Saadis: Collapse or vassalize Portugal, Spain, and Aragon by 1578AD.
The Sultanate of Rûm - start in 1077 AD
The Seljuq Turks have stormed in from the east and conquered all of central Anatolia. It is a conquest they are likely to hold on to - because what are the odds that an even more warlike people will arrive the same way?
Leader: Kayqubad I
UU: Turcoman Horse Archer - flexible and skillful horse archers, they are able to use the terrain to their advantage.
UB: Han - a safe stopping area for caravans, it is an Inn replacement with an extra trade route that does not require a brewery.
UHV's:
The Pride of Islam: Control Anatolikon, Armeniakon, Charsiadon, Cilicia, Paphlagonia and Crimea in 1225.
Caravanserai:Build eight Hans by 1328.
Pax Anatolica: Control Anatolikon, Armeniakon, Charsiadon, Colonea, Cilicia, Paphlagonia, Thrakesion, Antiochia, Opsikion and Constantinople in 1453.
The Kingdom of Bohemia - start in 1085 AD
Leader: Ottokar II
The Power of Kingdom: You have more votes in the HRE and other Emperors' decisions affect you less.
UU: War Wagon - the famed Wagenburg or
vozová hradba of the Hussites, it is supremely strong out in the open.
UB: Orloj - Bohemia is home to some of the world's oldest astronomical clocks. These mechanical wonders give you an extra production boost.
UHV's:
The Iron and Golden King - Control Bohemia, Moravia, Silesia, Austria and Carinthia in 1271.
The Iron and Golden Crown - Become Holy Roman Emperor by 1400.
The Bohemian Revolt - Have a larger population than any HRE state in 1648.
The Crown of Aragon - start in 1164 AD
A true thalassocracy, Aragon's transport fleets mean its army can be anywhere, anytime.
Leader: James I
The Power of Confederation: Extra commerce in your capital for every province you have a city in.
UU: Almogavar - Legionary-style conquerors, a stronger Guisarmier with first strikes.
UB: Seaport - A massive increase in shipping capabilities, a lighthouse that increases the transport capabilities of every ship built.
UHV's:
The Sicilian Vespers: Control Catalonia, Valencia, Baleares and Sicily in 1282AD.
Thalassocracy: Have 25 ships in 1444AD.
Realms of the Crown: Control Catalonia, Valencia, Aragon, Baleares, Corsica, Sardinia, Sicily, Apulia, Provence and Thessaly in 1474AD.
The Kingdom of Serbia - start in 1180 AD
The Serbian Empire has reached its peak, profiting from the fragmentation of the Byzantine empire - but will they be able to hold this new empire together, and will they be able to weather the storm of the numerically superior Ottomans?
Leaders: Stefan Dusan
The Power of Law: Your culture dominates other's within your cities' radius.
UU: Vlastela - noble "imitation cataphract", especially strong at taking cities.
UB: Orthodox Hram - a temple of the independent Serbian Church, giving extra faith points as well as a free priest.
UHV's:
Zakonopravilo: Get 20 stability by 1354.
Emperor of Serbs and Greeks: Control Serbia, Macedonia, Arberia, Thessaloniki, Epirus and Thessaly in 1371.
Triumph in Kosovo: Have more military units than the Ottomans in 1540.
The Kingdom of Sweden - start in 1210 AD
Leaders: Magnus Ladulås, Gustav I, Karl XII
The Power of Military Formation: All units start with Formation promotion.
UU: Karolin - the most formidable force in Europe at the time, highly drilled and fanatically religious.
UB: Soldattorp - part of the national military allotment system, this allowed Sweden to raise enormous forces very quickly.
UHV's:
The Eastern Lands: Have six cities in Norrland, Finland and Karelia in 1323.
Lion of the North: Raze 5 Catholic cities while being Protestant by 1660.
Dominium Maris Baltici: Control every coastal city on the Baltic in 1750.
The Teutonic Order/Duchy of Prussia - start in 1224 AD
To Grünwald and beyond, the Knights carve out Europe's newest superpower.
Leaders: Hermann von Salza and Frederick the Great
The Power of Cameralism: Start in Theocracy and no instability from anarchy.
UU: Death's Head Hussar - the feared elite light cavalry of Frederick the Great, a stronger Hussar.
UB: Public School - The first modern school system, it brings both stability and enlightenment among the population.
UHV's:
The Northern Crusades: Control Lithuania, Livonia, Estonia, and Pomerania in 1410AD.
Seven Years' War: Collapse or conquer two cities from each of Austria, Muscovy, Germany, Sweden, France and Spain between 1650AD and 1763AD.
Enlightened Despotism: Settle a total of 15 Great People in any combination, including Great Generals, in your capital.
The Tunisians - start in 1229 AD
The Hafsid Tunisians have conquered the entirety of Ifriqiya and have recently found a new way of filling the state's coffers - piracy. Will they be able to leverage this into becoming the premier Mediterranean power?
Leader: Uthman
The Power of Barbary Corsairs: Piracy (blockading ports that you are at peace with) gives triple gold.
UU: Corsair - a slightly weaker, but much earlier and cheaper version of the Privateer.
UB: Bagnio - the "slave prisons", where those who were abducted would be held in wait for ransom or selling. A dungeon replacement that gives free citizen specialists.
UHV's:
The Barbary Coast: Have 12 coastal cities in Oran, Algiers, Ifriqiya, Tripolitania and Cyrenaica in 1492AD.
The Abductions: Control Malta, Iceland, Ireland, Sicily and Sardinia in 1650AD.
Terror of the Mediterranean: Get 10000 gold from piracy by 1750AD.
The Crimean Khanate - start in 1441 AD
The Crimeans have a unique approach to warfare - raiding and razing is more profitable than conquering.
Leader: Devlet I Giray
The Power of Iasyri: Razing cities gives less instability and a free citizen in your capital.
UU: Chambul - the basic unit of Crimean raiding parties, an early, gunpowderless Pistolier with extra mobility.
UB: Subject Horde - the sedentary Crimeans held several nomadic hordes in vassalage that provided them with soldiers. A Guild Hall with raw production instead of free engineer, and no unhealth.
UHV's:
Seizer of the Throne: Capture or Raze Moscow by 1571AD.
Harvesting the Steppe: Raze 20 cities.
The Last of the Hordes: Have no more than 5 cities until 1699AD.